





New System: Charging Items - currently only the Warp Vest and the Power Glove's and only Ancient Computer passively and randomly charges these items
Warp Vest and the Power Glove's received their abilities, Warp Vest can warp to anywhere in the game, yet it takes ~an hour to charge, and after 100% charge, ~20 hours to gain additional charges - Power Glove's take ~120 and ~90 hours to fully charge, when you unleash the power, you get a high attack speed buff for some seconds, it's like an on-demand and overloaded Sugar Rush. As a reminder, Power Glove is a rare drop from the Konami Quest (just enter the code and grind)
Two new set definitions, "The Legends" and "Rage and Fury" - first includes Star Killers, Warp Vest, the latter includes Fury and Sucker Punch
Fixed the last remaining entities/monsters issue after the recent change, this mainly plagued the appearance of monsters in the browser (unfocusing and focusing the page), they halted for a while before moving again
Fixed combination damage, you can no longer trigger combination damage by stacking your players on top of someone else and including them in the damage - However this still works during coop fights (Checks character.s.coop.id)
Nerfed the +1000% Gold/Luck citizen buffs, should've done it earlier
New Item: Stompy's Nose Ring
Snowman, Love Goo no longer affected by damage return, they should also level slower
Fixed the Shiny item system (grade condition was missing), lowered the %'s too
Overall, a slow week, lost 2-3 days to some other stuff
[ 2020-02-10 19:05:01 CET ] [ Original post ]
- Adventure Land - The Code MMORPG LINUX [141.56 M]
There are no quests, no guides you have to strictly follow to the letter. No objectives either. You can do anything you want. Even farming the lowest monster will yield satisfactory results! You can trade, gamble in tavern, party with friends, pvp solo with your rouge or go after rare loots!
Adventure Land wasn't originally a Code based game, during early development, it ended up a bit like a Clicker MMORPG, simple but fun. Then came Code, to let machines do the clicking! So it's not something extremely complex no one can understand, it's just basic automation!
Mage, Warrior, Rogue, Ranger, Priest and Merchant. All with different, easy to understand, but unique skills. There are no skill trees or the need to pick attributes, it's all automatic to keep things simple. Items provide some depth, and Code adds some variation to the mix.
There's a lot to work on. Daily Events, Paladin Class, Pets, Guilds (or Familias, as they will be small), New Zones, New Items, New Skills. All features are shaped and vetted by the playerbase.
[ 5884 ]
[ 1580 ]
[ 1861 ]